
In the 5th variation of Dungeons and Dragons (D&D 5e), magic is categorised into 8 Schools of Magic. These categories distinctly abstracted each spell benignant by their effects, helping players recognize the crippled better. Discover each the DnD 5e Schools of Magic, their effects, symbols, and spells.

Source: Twitter
TABLE OF CONTENTS
Key takeaways
- The Abjuration are considered the strongest and are protective successful nature.
- Conjuration spells tin summon objects, monsters and different surviving creatures.
- The School of Divination assistance the caster see into the future.
- The School of Enchantment allows wizards to charm and influence the actions of creatures and different surviving things.
- Other Schools of Magic include: Evocation, Illusion, Necromancy and Transmutation.
DnD 5e Schools of Magic
As magic is an integral diagnostic of Dungeons & Dragons (D&D), it is indispensable to recognize each school's effects, disposable spells, benefits, and drawbacks. Player characters specified arsenic wizards, sorcerers, clerics, and paladins, among others, can wield magic done circumstantial Schools oregon Colleges of Magic.
Below are the DnD Schools of Magic, each explained with its associated spells, their effects, and the perfect levels to absorption connected for each school.
1. Abjuration

Source: Twitter
The School of Abjuration focuses connected overcoming your enemy's magic and protecting your allies from it. The ground of this schoolhouse lies successful the meaning of the basal word, abjure, which means to abandon, reject, oregon refute.
An abjure oregon idiosyncratic who practices abjuration spells tin support themselves oregon the creatures astir them by creating an Arcan oregon Projected Ward. Have a look astatine this D&D 5e School of Magic's spell list from cantrips to the 9th level.
Level | Abjuration spells |
Cantrip | Blade Ward, Resistance |
1 | Absorb Elements, Alarm, Armor of Agathys, Ceremony, Cure Wounds, Mage Armor, Protection From Evil and Good, Sanctuary, Shield, Shield of Faith, Snare |
2 | Aid, Arcane Lock, Lesser Restoration, Pass Without Trace, Protection from Poison, Prayer of Healing, Warding Bond |
3 | Aura of Vitality, Beacon of Hope, Counterspell, Dispel Magic, Glyph of Warding, Intellect Fortress, Magic Circle, Mass Healing Word, Nondetection, Protection From Energy, Remove Curse |
4 | Aura of Life, Aura of Purity, Banishment, Death Ward, Freedom of Movement, Private Sanctum, Otiluke's Resilient Sphere |
5 | Antilife Shell, Banishing Smite, Circle of Power, Dispel Evil and Good, Greater Restoration, Hallow, Mass Cure Wounds, Planar Binding |
6 | Contingency, Druid Grove, Fizban’s Platinum Shield, Forbiddance, Globe of Invulnerability, Guards and Wards, Heal, Primordial Ward |
7 | Symbol |
8 | Antimagic Field, Holy Aura, Mind Blank |
9 | Imprisonment, Invulnerability, Prismatic Wall |
2. Conjuration

Source: Twitter
In this school, casting spells can let the spellcaster to teleport and determination radical from 1 spot to another. Five features are disposable for conjurers, starting with Conjuration Savant, which begins astatine level 2.
Minor Conjuration, starting from level 2, allows you to conjure up an object. Benign Teleportation, Focused Conjuration, and Durable Summons statesman astatine levels six, 10 and fourteen, respectively.
Level | Conjuration spells |
Cantrip | Acid Splash, Infestation, Mage Hand, Poison Spray, Produce Flame, Sword Burst |
1 | Arms of Hadar, Ensnaring Strike, Entangle, Find Familiar, Fog Cloud, Grease, Hail of Thorns, Ice Knife, Tenser’s Floating Disk, Unseen Servant |
2 | Cloud of Daggers, Dust Devil, Find Steed, Flaming Sphere, Healing Spirit, Misty Step, Summon Beast, Vortex Warp, Web |
3 | Call Lightning, Conjure Animals/Barrage, Create Food and Water, Hunger of Hadar, Leomund’s Tiny Chest, Sleet Storm, Spirit Guardians, Stinking Cloud, Summon Fey/Lesser/Demons/Shadowspawn/Undead, Thunder Step, Tidal Wave |
4 | Conjure Minor Elementals/Woodland Beings, Dimension Door, Evard’s Black Tentacles, Find Greater Steed, Grasping Vine, Guardian of Faith, Secret Chest, Mordenkainen’s Faithful Hound, Summon Aberration/Construct/Elemental/Greater Demon, Watery Sphere |
5 | Banishing Smite, Cloudkill, Conjure Elemental/Volley, Far Step, Infernal Calling, Insect Plague, Steel Wind Strike, Summon Celestial/Draconic Spirit, Teleportation Circle, Tree Stride |
6 | Arcane Gate, Conjure Fey, Drawmij’s Instant Summons, Heroes’ Feast, Planar Ally, Scatter, Summon Fiend, Transport via Plants, Wall of Thorns, Word of Recall |
7 | Conjure Celestial, Dream of the Blue Veil, Etherealness, Mordenkainen’s Magnificent Mansion, Plane Shift, Teleport, Temple of the Gods |
8 | Demiplane, Incendiary Cloud, Maze, Mighty Fortress, Tsunami |
9 | Blade of Disaster, Gate, Storm of Vengeance, Wish |
3. Divination

Source: Twitter
Diviners person peculiar discovery abilities that let them to glimpse the aboriginal crossed abbreviated and agelong distances. Often sought by royalty and commoners, the diviner's quality to propulsion backmost the veils of clip and abstraction tin besides beryllium seen arsenic a disadvantage.
Level | Divination spells |
Cantrip | Guidance, True Strike |
1 | Beast Bond, Comprehend Languages, Detect Evil and Good/Magic/Poison and Disease, Hunter’s Mark, Identify, Speak with Animals |
2 | Augury, Borrowed Knowledge, Beast Sense, Detect Thoughts, Find Traps, Locate Animals oregon Plants/Object, Mind Spike, See Invisibility, Warp Sense |
3 | Clairvoyance, Tongues, Sending |
4 | Arcane Eye, Divination, Locate Creature |
5 | Commune, Commune With Nature, Contact Other Plane, Legend Lore, Rary’s Telepathic Bond, Scrying, Telepathic Bond |
6 | Find the Path, True Seeing |
7 | - |
8 | Telepathy |
9 | Foresight |
4. Enchantment

Source: Twitter
Spells successful this schoolhouse can entrance, beguile, charm, and power radical and monsters. Wizards who take the School of Enchantment clasp the imaginable to go evil, arsenic their spells tin power and origin harm.
Subclass features successful this schoolhouse see the Arcane Tradition, Hypnotic Gaze, Instinctive Charm, Split Enchantment, and Alter Memories. Here is simply a broad D&D 5e School of Magic spell database for enchantment spells.
Level | Enchantment spells |
Cantrip | Encode Thoughts, Friends, Mind Sliver, Vicious Mockery |
1 | Animal Friendship, Bane, Bless, Charm Person, Command, Compelled Duel, Dissonant Whispers, Heroism, Hex, Silvery Barbs, Sleep, Tasha’s Hideous Laughter |
2 | Animal Messenger, Calm Emotions, Crown of Madness, Enthrall, Gift of Gab, Hold Person, Jim’s Glowing Coin, Suggestion, Tasha's Mind Whip, Zone of Truth |
3 | Antagonize, Catnap, Enemies Abound, Fast Friends, Incite Greed, Motivational Speech |
4 | Charm Monster, Compulsion, Confusion, Dominate Beast, Raulothim’s Psychic Lance, Staggering Smite |
5 | Dominate Person, Geas, Hold Monster, Modify Memory, Synaptic Static, Yolande's Regal Presence |
6 | Mass Suggestion, Otto’s Irresistible Dance |
7 | Power Word Pain, Power Word Fortify |
8 | Antipathy/Sympathy, Befuddlement, Glibness, Dominate Monster, Feeblemind, Power Word Stun |
9 | Power Word Kill, Psychic Scream |
5. Evocation

Source: Twitter
Evokers tin eradicate their foes with arcane attacks portion besides possessing the quality to formed healing spells successful the video games. This schoolhouse comes successful useful successful combat-heavy scenarios and adventuring parties. Check retired this illustration of D&D 5e Schools of Magic spells successful this college.
Level | Evocation spells |
Cantrip | Booming Blade, Dancing Lights, Eldritch Blast, Fire Bolt, Frostbite, Light, Lightning Lure, Ray of Frost, Sacred Flame, Shocking Grasp, Thunderclap, Word of Radiance |
1 | Burning Hands, Chaos Bolt, Chromatic Orb, Cure Wounds, Divine Favor, Earth Tremor, Faerie Fire, Frost Fingers, Green-Flame Blade, Guiding Bolt, Healing Word, Hellish Rebuke, Jim’s Magic Missile, Magic Missile, Searing Smite, Tasha’s Caustic Brew, Thunderous Smite, Thunderwave, Witch Bolt, Wrathful Smite |
2 | Aganazzar’s Scorcher, Branding Smite, Continual Flame, Darkness, Flame Blade, Gust of Wind, Melf’s Acid Arrow, Moonbeam, Prayer of Healing, Rime’s Binding Ice, Scorching Ray, Shatter, Snilloc’s Snowball Swarm, Spiritual Weapon, Tasha’s Mind Whip, Warding Wind |
3 | Aura of Vitality, Blinding Smite, Crusader’s Mantle, Daylight, Fireball, Lightning Bolt, Mass Healing Word, Melf’s Minute Meteors, Pulse Wave, Sending, Wall of Water, Wind Wall |
4 | Gravity Sinkhole, Fire Shield, Ice Storm, Otiluke’s Resilient Sphere, Sickening Radiance, Staggering Smite, Storm Sphere, Vitriolic Sphere, Wall of Fire |
5 | Bigby’s Hand, Cone of Cold, Dawn, Destructive Wave, Flame Strike, Hallow, Holy Weapon, Immolation, Mass Cure Wounds, Maelstrom, Wall of Force/Light/Sand/Stone/Water, Wrath of Nature |
6 | Blade Barrier, Chain Lightning, Contingency, Gravity Fissure, Heal, Otiluke’s Freezing Sphere, Sunbeam, Wall of Ice |
7 | Crown of Stars, Delayed Blast Fireball, Divine Word, Fire Storm, Forcecage, Mordenkainen’s Sword, Prismatic Spray, Whirlwind |
8 | Dark Star, Earthquake, Maddening Darkness, Sunburst, Telepathy |
9 | Mass Heal, Meteor Swarm, Power Word Heal, Ravenous Void |
6. Illusion

Source: Twitter
Ready to propulsion disconnected your enemies done deception and illusion? By casting spells successful this school, you tin create hallucinations, visions and tricks to frighten oregon fool antithetic character races and subraces successful Dungeons & Dragons.
Features successful this schoolhouse see Illusion Savant, Improved Minor Illusion, Malleable Illusion, Illusory Self, and Illusory Reality. Below is simply a broad database of the spells disposable successful the School of Illusion by level.
Level | Illusion spells |
Cantrip | Minor Illusion |
1 | Colour Spray, Disguise Self, Distort Value, Illusory Script, Silent Image |
2 | Blur, Invisibility, Magic Mouth, Mirror Image, Nathair’s Mischief, Nystul’s Magic Aura, Phantasmal Force, Silence, Shadow Blade |
3 | Fear, Hypnotic Pattern, Major Image, Phantom Steed |
4 | Greater Invisibility, Hallucinatory Illusion, Phantasmal Killer |
5 | Creation, Dream, Mislead, Seeming |
6 | Mental Prison, Programmed Illusion |
7 | Mirage Arcana, Project Image, Simulacrum |
8 | Illusory Dragon |
9 | Weird |
7. Necromancy

Source: Twitter
The necromancer tin restore beingness to the dormant and animate the dead successful an effort to frighten and drain an enemy's beingness force. This schoolhouse is intimately associated with malice and evil.
The Grim Harvest allows the necromancy to termination enemies. Other features, specified arsenic the Undead Thralls, Inured to Undead and Command Undead, tin summon and animate surviving dormant servants and fortify the necromancer. Here is simply a implicit D&D 5e School of Magic spell database for this college.
Level | Necromancy spells |
Cantrip | Chill Touch, Sapping Sting, Spare the Dying, Toll the Dead |
1 | Cause Fear, False Life, Inflict Wounds, Ray of Sickness |
2 | Blindness/Deafness, Gentle Repose, Ray of Enfeeblement, Wither and Bloom |
3 | Animate Dead, Bestow Curse, Feign Death, Life Transference, Revivify, Speak with Dead, Spirit Shroud, Vampiric Touch |
4 | Blight, Shadow of Moil |
5 | Contagion, Danse Macabre, Enervation, Negative Energy Flood, Raise Dead |
6 | Circle of Death, Create Undead, Eyebite, Harm, Magic Jar, Soul Cage |
7 | Finger of Death, Resurrection, Tether Essence |
8 | Clone, Abi-Dalzim’s Horrid Wilting |
9 | Astral Projection, Time Ravage, True Resurrection |
8. Transmutation

Source: Twitter
Transmutation spells tin transform enemies into harmless animals oregon polymorph the spellcaster into a mighty monster. Wizards who practise transmutation oregon transputers tin alteration their signifier oregon that of objects and creatures. Have a look astatine the spells astatine your disposal successful this School of Transmutation.
Level | Transmutation spells |
Cantrip | Control Flames, Druidcraft, Elementalism, Gust, Magic Stone, Mending, Message, Mold Earth, Prestidigitation, Primal Savagery, Shape Water, Shillelagh, Thaumaturgy, Thorn Whip |
1 | Catapult, Create oregon Destroy Water, Divine Favour, Feather Fall, Goodberry, Jump, Longstrider, Zephyr’s Strike |
2 | Blindness/Deafness, Dragon’s Breath, Earthbind, Enhance Ability, Enlarge/Reduce, Heat Metal, Immovable Object, Kinectic Jaunt, Knock, Levitate, Magic Weapon, Magnify Gravity, Maximilian’s Earthen Grasp, Pyrotechnics, Rope Trick, Skywrit, Spider Climb, Spike Growth |
3 | Ashardalon’s Stride, Blink, Elemental Weapon, Erupting Earth, Flame Arrows, Fly, Gaseous Form, Haste, Lightning Arrow, Meld Into Stone, Plant Growth, Slow, Speak with Plants, Tiny Servant, Water Breathing, Water Walk |
4 | Control Water, Elemental Bane, Fabricate, Giant Insect, Guardians of Nature, Polymorph, Stone Shape |
5 | Animate Objects, Awaken, Control Winds, Passwall, Reincarnate, Skill Empowerment, Swift Quiver, Telekinesis, Temporal Shunt, Transmute Rock |
6 | Bones of the Earth, Create Homunculus, Disintegrate, Flesh to Stone, Investiture of Flame/Ice/Stone/Wind, Move Earth, Tasha’s Otherworldly Guide, Tenser’s Transformation, Wind Walk |
7 | Create Magen, Draconic Transformation, Etherealness, Regenerate, Reverse Gravity, Sequester |
8 | Animal Shapes, Control Weather, Glibness |
9 | Mass Polymorph, Shapechange, Time Stop, True Polymorph |
What are the Schools of Magic successful DnD?
In Dungeons & Dragons, the Schools of Magic correspond antithetic categories of magical spells, each focusing connected circumstantial types of effects.
How galore Schools of Magic are successful DnD?
There are 8 classical schools of magic successful Dungeons & Dragons. These are abjuration, evocation, conjuration, divination, enchantment, illusion, transmutation, and necromancy.
What is the champion magic schoolhouse successful D&D?
Abjuration is considered the astir important magic schoolhouse successful Dungeons & Dragons. This is due to the fact that of its versatility and quality to nullify the effects of the remainder of the schools.
The classical DnD 5e Schools of Magic comprise abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation. Each schoolhouse grants the spellcaster peculiar abilities, allowing them to decision enemies.
Legit.ng has precocious published an nonfiction connected the unsocial abilities and traits of each DnD races and species. Dungeons & Dragons (DnD) allows players to make their races, characters, and unsocial powers.
In the game, races oregon taxon scope from classical humanoids similar Elves, Humans, and Aasimar to alien creatures similar Tieflings, Gnomes, and Dragonborns. Read connected and observe their unsocial traits, peculiar senses, and quality builds.
Source: Legit.ng